Fix IDE0032
This commit is contained in:
committed by
Pavel Penev
parent
e64c0a35c5
commit
98c4eaca83
@@ -66,9 +66,6 @@ namespace OpenRA.Graphics
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WorldViewport lastViewportDistance;
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float zoom = 1f;
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float minZoom = 1f;
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float maxZoom = 2f;
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bool unlockMinZoom;
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float unlockedMinZoomScale;
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float unlockedMinZoom = 1f;
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@@ -86,12 +83,13 @@ namespace OpenRA.Graphics
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}
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}
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public float MinZoom => minZoom;
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public float MinZoom { get; private set; } = 1f;
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public float MaxZoom { get; private set; } = 2f;
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public void AdjustZoom(float dz)
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{
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// Exponential ensures that equal positive and negative steps have the same effect
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Zoom = (zoom * (float)Math.Exp(dz)).Clamp(unlockMinZoom ? unlockedMinZoom : minZoom, maxZoom);
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Zoom = (zoom * (float)Math.Exp(dz)).Clamp(unlockMinZoom ? unlockedMinZoom : MinZoom, MaxZoom);
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}
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public void AdjustZoom(float dz, int2 center)
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@@ -105,10 +103,10 @@ namespace OpenRA.Graphics
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public void ToggleZoom()
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{
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// Unlocked zooms always reset to the default zoom
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if (zoom < minZoom)
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Zoom = minZoom;
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if (zoom < MinZoom)
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Zoom = MinZoom;
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else
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Zoom = zoom > minZoom ? minZoom : maxZoom;
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Zoom = zoom > MinZoom ? MinZoom : MaxZoom;
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}
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public void UnlockMinimumZoom(float scale)
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@@ -210,14 +208,14 @@ namespace OpenRA.Graphics
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var vd = graphicSettings.ViewportDistance;
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if (viewportSizes.AllowNativeZoom && vd == WorldViewport.Native)
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minZoom = viewportSizes.DefaultScale;
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MinZoom = viewportSizes.DefaultScale;
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else
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{
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var range = viewportSizes.GetSizeRange(vd);
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minZoom = CalculateMinimumZoom(range.X, range.Y) * viewportSizes.DefaultScale;
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MinZoom = CalculateMinimumZoom(range.X, range.Y) * viewportSizes.DefaultScale;
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}
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maxZoom = Math.Min(minZoom * viewportSizes.MaxZoomScale, Game.Renderer.NativeResolution.Height * viewportSizes.DefaultScale / viewportSizes.MaxZoomWindowHeight);
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MaxZoom = Math.Min(MinZoom * viewportSizes.MaxZoomScale, Game.Renderer.NativeResolution.Height * viewportSizes.DefaultScale / viewportSizes.MaxZoomWindowHeight);
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if (unlockMinZoom)
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{
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@@ -225,19 +223,19 @@ namespace OpenRA.Graphics
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// TODO: Allow zooming out until the full map is visible
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// We need to improve our viewport scroll handling to center the map as we zoom out
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// before this will work well enough to enable
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unlockedMinZoom = minZoom * unlockedMinZoomScale;
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unlockedMinZoom = MinZoom * unlockedMinZoomScale;
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}
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if (resetCurrentZoom)
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Zoom = minZoom;
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Zoom = MinZoom;
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else
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Zoom = Zoom.Clamp(minZoom, maxZoom);
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Zoom = Zoom.Clamp(MinZoom, MaxZoom);
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var maxSize = 1f / (unlockMinZoom ? unlockedMinZoom : minZoom) * new float2(Game.Renderer.NativeResolution);
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var maxSize = 1f / (unlockMinZoom ? unlockedMinZoom : MinZoom) * new float2(Game.Renderer.NativeResolution);
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Game.Renderer.SetMaximumViewportSize(new Size((int)maxSize.X, (int)maxSize.Y));
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foreach (var t in worldRenderer.World.WorldActor.TraitsImplementing<INotifyViewportZoomExtentsChanged>())
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t.ViewportZoomExtentsChanged(minZoom, maxZoom);
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t.ViewportZoomExtentsChanged(MinZoom, MaxZoom);
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}
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public CPos ViewToWorld(int2 view)
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